ESCProjectSettingsManager

Extends: Resource

Description

Registers and allows access to Escoria-specific project settings.

Constants

DEFAULT_DIALOG_TYPE

const DEFAULT_DIALOG_TYPE = "escoria/ui/default_dialog_type"

Path to the default dialog type setting.

DEFAULT_TRANSITION

const DEFAULT_TRANSITION = "escoria/ui/default_transition"

Path to the default transition setting.

DIALOG_MANAGERS

const DIALOG_MANAGERS = "escoria/ui/dialog_managers"

Path to the dialog managers setting.

GAME_SCENE

const GAME_SCENE = "escoria/ui/game_scene"

Path to the game scene setting.

INVENTORY_ITEM_SIZE

const INVENTORY_ITEM_SIZE = "escoria/ui/inventory_item_size"

Path to the inventory item size setting.

INVENTORY_ITEMS_PATH

const INVENTORY_ITEMS_PATH = "escoria/ui/inventory_items_path"

Path to the inventory items path setting.

TRANSITION_PATHS

const TRANSITION_PATHS = "escoria/ui/transition_paths"

Path to the transition paths setting.

COMMAND_DIRECTORIES

const COMMAND_DIRECTORIES = "escoria/main/command_directories"

Path to the command directories setting.

FORCE_QUIT

const FORCE_QUIT = "escoria/main/force_quit"

Path to the force quit setting.

GAME_MIGRATION_PATH

const GAME_MIGRATION_PATH = "escoria/main/game_migration_path"

Path to the game migration path setting.

GAME_VERSION

const GAME_VERSION = "escoria/main/game_version"

Path to the game version setting.

GAME_START_SCRIPT

const GAME_START_SCRIPT = "escoria/main/game_start_script"

Path to the game start script setting.

ACTION_DEFAULT_SCRIPT

const ACTION_DEFAULT_SCRIPT = "escoria/main/action_default_script"

Path to the action default script setting.

SAVEGAMES_PATH

const SAVEGAMES_PATH = "escoria/main/savegames_path"

Path to the savegames path setting.

SETTINGS_PATH

const SETTINGS_PATH = "escoria/main/settings_path"

Path to the settings path setting.

TEXT_LANG

const TEXT_LANG = "escoria/main/text_lang"

Path to the text language setting.

VOICE_LANG

const VOICE_LANG = "escoria/main/voice_lang"

Path to the voice language setting.

CRASH_MESSAGE

const CRASH_MESSAGE = "escoria/debug/crash_message"

Path to the crash message setting.

DEVELOPMENT_LANG

const DEVELOPMENT_LANG = "escoria/debug/development_lang"

Path to the development language setting.

ENABLE_ROOM_SELECTOR

const ENABLE_ROOM_SELECTOR = "escoria/debug/enable_room_selector"

If enabled, displays the room selection box for quick room change

LOG_FILE_PATH

const LOG_FILE_PATH = "escoria/debug/log_file_path"

Path to the log file path setting.

LOG_LEVEL

const LOG_LEVEL = "escoria/debug/log_level"

Path to the log level setting.

ROOM_SELECTOR_ROOM_DIR

const ROOM_SELECTOR_ROOM_DIR = "escoria/debug/room_selector_room_dir"

Path to the room selector room directory setting.

TERMINATE_ON_ERRORS

const TERMINATE_ON_ERRORS = "escoria/debug/terminate_on_errors"

Path to the terminate on errors setting.

TERMINATE_ON_WARNINGS

const TERMINATE_ON_WARNINGS = "escoria/debug/terminate_on_warnings"

Path to the terminate on warnings setting.

ENABLE_HOVER_STACK_VIEWER

const ENABLE_HOVER_STACK_VIEWER = "escoria/debug/enable_hover_stack_viewer"

If enabled, displays the hover stack on screen

PERFORM_SCRIPT_ANALYSIS_AT_RUNTIME

const PERFORM_SCRIPT_ANALYSIS_AT_RUNTIME = "escoria/debug/perform_script_analysis_at_runtime"

If enabled, performs analysis of scripts while the game is running. Used to help find potential issues at runtime.

MASTER_VOLUME

const MASTER_VOLUME = "escoria/sound/master_volume"

Path to the master volume setting.

MUSIC_VOLUME

const MUSIC_VOLUME = "escoria/sound/music_volume"

Path to the music volume setting.

SFX_VOLUME

const SFX_VOLUME = "escoria/sound/sfx_volume"

Path to the sfx volume setting.

SPEECH_ENABLED

const SPEECH_ENABLED = "escoria/sound/speech_enabled"

Path to the speech enabled setting.

SPEECH_EXTENSION

const SPEECH_EXTENSION = "escoria/sound/speech_extension"

Path to the speech extension setting.

SPEECH_FOLDER

const SPEECH_FOLDER = "escoria/sound/speech_folder"

Path to the speech folder setting.

SPEECH_VOLUME

const SPEECH_VOLUME = "escoria/sound/speech_volume"

Path to the speech volume setting.

AMBIENT_VOLUME

const AMBIENT_VOLUME = "escoria/sound/ambient_volume"

Path to the ambient volume setting.

SKIP_CACHE

const SKIP_CACHE = "escoria/platform/skip_cache"

Path to the skip cache setting.

SKIP_CACHE_MOBILE

const SKIP_CACHE_MOBILE = "escoria/platform/skip_cache.mobile"

Path to the skip cache mobile setting.

DISPLAY

const DISPLAY = "display"

Godot Windows project settings root.

WINDOW

const WINDOW = "window"

SIZE

const SIZE = "size"

WINDOW_MODE

const WINDOW_MODE = "display/window/size/mode"

Path to the window mode setting.

FULLSCREEN

const FULLSCREEN = "display/window/size/fullscreen"

Path to the fullscreen setting.

Methods


register_setting

func register_setting(name: String, default_value: Variant, info: Dictionary) -> void

Register a new project setting if it hasn’t been defined already

Parameters

Name

Type

Description

Required?

name

String

Fully qualified Project Settings key to register.

yes

default_value

Variant

Default value

yes

info

Dictionary

Property info for the setting

yes

Returns

Returns nothing.


remove_setting

func remove_setting(name: String) -> void

Removes the specified project setting.

Parameters

Name

Type

Description

Required?

name

String

Fully qualified Project Settings key to remove.

yes

Returns

Returns nothing.


get_setting

func get_setting(key: String) -> Variant

Retrieves the specified project setting.

Parameters

Name

Type

Description

Required?

key

String

Project setting name.

yes

Returns

Returns the value of the project setting located with key. (Variant)


set_setting

func set_setting(key: String, value: Variant) -> void

Sets the specified project setting to the provided value.

Parameters

Name

Type

Description

Required?

key

String

Project setting name.

yes

value

Variant

Project setting value.

yes

Returns

Returns nothing.


has_setting

func has_setting(key: String) -> bool

Simple wrapper for consistency’s sake.

Parameters

Name

Type

Description

Required?

key

String

Project setting name.

yes

Returns

Returns true iff the project setting exists. (bool)